So the mothership thrusts to range and holds off thrusting in the movement phase while the carried craft deploy and act.Just remember how long it takes to deploy most fighters and without launching tubes, it can't be done while under Thrust.
As far as fighter effectiveness goes... any weapon can impose a critical hit if they can get one actual hit through defenses and manage an effect of 6 or better. Let's look at a typical fighter that has gotten to Short range and started to dogfight a 6000 ton cruiser.
The fighter pilot WILL win the dogfight roll against any but the smallest ships.
Even with a fully armoured up capital ship, a 2D pulse laser is quite capable of doing the job; +2 inherent to hit, +1 for Close Range, +6 from the size of the target being 6000 tons or more, let's say +1 from pilot Dex and +2 from Gunnery skill, +2 from winning the dogfight. I haven't even rolled to hit and it's already +14.
Let's go with a mere 7 on the to hit roll... effect 13. Damage roll is also a 7... 20 points of actual damage. Let's give the target the maximum TL15 protection of 19. One hull point damage still gets through (but recall this is from rolling a 7 to hit and a 7 for damage. It could have been a lot worse). Trivial for a really big ship in terms of hull damage... but it qualifies for a critical hit roll, in this case good enough for a severity 6 result (Effect -5 gives a severity of 8, but it's capped at 6). Bang! There goes the M-Drive. Bang! Armour degraded. Bang! There go 1D random weapons.
Now... I'm actually not comfortable with these rules scaling up to capital ships, and maybe they simply don't. But it seems to me that at the cruiser level and lower, you'd better really have your point defense sorted or those fighter wings are going to cripple you in very short order.
(Also, many of those high severity criticals cause significant hull damage. Especially once gaps in the armour start to occur, it all starts adding up and may progress to actual ship destruction)
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